Holoprojector

A nanotechnological tridimensional pseudo-solid image emitter, conceived to hide the identity of its user or to deceive the adversaries regarding the numbers of enemies they have to face. There are several levels of Holoprojector.

Holoprojector and Fire Special Ammunition

If the user of a Holoprojector is affected by Fire Special Ammunition, then this piece of Equipment is rendered Burnt, regardless of the result of the ARM Roll. Place a Burnt Marker beside the user, who remains in that state until his Equipment is repaired (usually by an Engineer).

Three-dimensional image projector devices have evolved inside the military-scientific complex from huge naval systems to personal units that are increasingly lighter and less bulky. The Holoprojector, in any format, offers a soldier several tactical possibilities, increasing his chance of survival against enemy fire.

The presence of troopers in Holoprojector L1 state is considered Private Information. This also includes the Special Skills they have and their weapons and pieces of Equipment, too.

However, in Holoprojector L1 state the Hackable Characteristic is considered Open Information when the trooper is inside the Hacking Area of an enemy.

Holoprojector L1, weapons and Equipment

A trooper in Holoprojector L1 state cannot replicate those Deployable weapons or pieces of Equipment represented by a Marker or model (TinBots, FastPandas, SymbioMates, Mines deployed by the Minelayer Special Skill...) the imitated model or himself could have.

Holoprojector L1 and Private Information Example:

A Hafza in Holoprojector L1 state imitating a Hassassin Lasiq suffers an enemy BS Attack. Even though his Special Skills, weapons and pieces of Equipment are considered Private Information, the Hafza cannot apply the CH: Mimetism Special Skill of the Lasiq. This means that during the Resolution step of the Order, when MODs are applied, the Hafza's player must inform his opponent that there is no CH: MimetismMOD to apply.

Holoprojector L1 and Fireteam Example:

A Fireteam Core of Janissaries with a Hafza in Holoprojector L1 state imitating a Janissary, declares a Move + BS Attack Order. The Hafza, who is not the Team Leader, moves and provides support to the Team Leader, which is considered an Idle. As this Short Movement Skill doesn't require a Roll, the Hafza is not revealed, and so remains in the Holoprojector L1 state.

However, in the following Order, the Team Leader declares Dodge, so all the Fireteam members make a PH Roll. In this situation, the Hafza is revealed automatically.

Holoprojector L1 and Deployable weapons Example:

In the Deployment Phase, a Hafza with Holoprojector L1 imitates a Muyib Minelayer. The Haqqislamite player places a Muyib model on the table instead of the Hafza's one. However, the Haqqislamite player cannot place any Camouflage Marker for the Mine the Muyib's Minelayer Special Skill allows to place in the Deployment Phase.

The Holoprojector L1 technology emits a three-dimensional image which is capable of entirely covering its user and changing his external appearance partially or totally, as preferred, to make him look like another trooper in his own army. At a tactical level this is one of the favourite psy-ops tools, using it to confuse the enemy and develop distracting manoeuvres.

Holoprojector Level 2

This piece of Equipment allows its bearer to deploy in the Holoecho state when he is placed on the table.

In game, this piece of Equipment allows the use of the Holoecho state.

REMEMBER

The presence of troopers in active Holoecho state is considered Private Information. This includes their Special Skills, weapons and Equipment.
However, in Holoecho state the Hackable Characteristic is considered Open Information when the trooper is inside the Hacking Area of an enemy.

AROs against Holoecho state

Bear in mind that when reacting to a Holoecho, you may delay your ARO declaration until after the Holoecho declares its second Short Skill.

However, if you choose to delay your ARO, you may only declare it if the Holoecho revealed itself with its second Short Skill. If the Holoecho does not reveal itself, the reactive trooper loses his right to ARO.

Holoechoes, weapons, Equipment and states

A trooper in Holoecho state cannot replicate those Deployable weapons or pieces of Equipment represented by a Marker or model (TinBots, FastPandas, SymbioMates, Mines deployed by the Minelayer Special Skill...) the imitated model or himself could have.

However, the Holoecho state replicates all the game state Markers (Prone, Unloaded...) the Holoprojector L2 bearer has.

Holoecho and Fireteam

A trooper in Holoecho state cannot be part of a Fireteam. If a member of a Fireteam activates the Holoecho state, then it will automatically cease being part of the Fireteam.

Holoecho Examples

Holoecho state Game Example:

In their Reactive Turn, the Fusiliers Angus and Silva see how three Lù Duān come at them. In fact, there is just one Lù Duān with its Holoprojector L2 activated. Trusting in its equipment, the Lù Duān declares Move to get closer to its enemies. Angus and Silva decide to delay their ARO until the Remote declares the second Short Skill of its Order. The Lù Duān declares Surprise Shot L1, revealing itself automatically. The player removes the holographic decoys and places the model in the position he has already noted. Now Angus and Silva declare their AROs, BS Attack, but they have to apply the -3 MOD to BS provided by Surprise Shot L1.

If the Lù Duān survives this shooting and finds a place outside enemy LoF, it can reactivate the Holoecho state. However, it can even combine the effects of Holoprojector L1 with its Holoechoes to confuse the enemy. Spending an Entire Order, the player replaces the Lù Duān model with a Yáopú Pangguling, a Remote possessing the same Silhouette value, and places the other two Holoechoes in base to base contact with the Pangguling, taking note of which one is the real trooper.

However, let's suppose the Lù Duān had not activated the Holoecho state. Then, at the beginning of its Reactive Turn, during the Tactical Phase of its opponent, the Holoecho state will activate automatically, if the Remote were outside LoF of all its enemies.

Holoechoes and models Game Example:

If the Yu Jing player decides to replace the Holoecho Markers with Lù Duān models, then instead of two Holoecho Markers the player will place two Lù Duān models on the table with the original one. At the beginning of his Active Turn, the player must place a Holoecho Marker beside one of the Lù Duān models.

At the moment the Lù Duān revealed itself by declaring a Surprise Shot, the player removes the models representing the holographic decoys, leaving the model representing the real trooper on the table.

Later, at the beginning of its Reactive Turn, during the Tactical Phase of its opponent when the Holoecho state activates automatically, the player will place the two Lù Duān models instead of the Holoecho Markers, in base to base contact with the original Lù Duān model.

Holoprojector L2, Holoecho and Fireteam Example:

During the Deployment Phase, a player deploys a Holoprojector L2 bearer in Holoprojector L1 state, so she places a different model on game table, instead of the corresponding Holoprojector L2 bearer model. As this trooper can join any Fireteam Core of this Sectorial Army, the player places it in her Fireteam Core, where it is hidden as the fifth member of the Fireteam.

Later, during the game, when the Holoprojector L2 bearer is in the Prone state and out of the LoF of all his enemies, the player spends one Entire Order to activate the Holoecho state. The player, who decides to keep with her scheme, places two models which are the same as the original in base to base contact with it and notes which one is the real Holoprojector bearer. These two new models each have their correspondent Prone Marker. Moreover, as the Holoprojector bearer is in its Active Turn, the player must place a Holoecho Marker beside one of the models. In that Order, the disguised Holoprojector L2 bearer ceases to be part of the Fireteam Core, which is reduced to four members. However, now her opponent finds that there are seven troopers from the same unit on the game table.

Holoprojector L2 and Hacking Example:

The perfidious Interventor Morgana gets an ARO when the Holoecho of a Yáoxiè Lù Duān enters in her Zone of Control. As this trooper possesses the Hackable Characteristic, Morgana, with an evil smile, declares a Hacking ARO against it. The Interventor succeeds the roll only to realize much to her chagrin that it was just a holographic decoy and not the real Holoprojector L2 bearer. The Holoecho vanishes into thin air, and is remove atd from the game table.

Holoprojector L2 and Hacking. Hackable Characteristic Example:

The perfidious Interventor Morgana gets an ARO when an Order Sergeant model enters her Zone of Control. Morgana asks if that trooper has the Hackable Characteristic, and surprisingly she gets a "yes" as reply. With evil satisfaction, the Interventor declares a Hacking ARO against that model. Morgana succeeds at the roll only to realize much to her chagrin that it was just a Holoecho and not a real trooper. However, now she knows some of the other Order Sergeants are a Holy Sepulchre Knight bearing a Holoprojector L2. The game has just started.

Holoprojector Level 3

This Level works exactly in the same way as the previous, but it lacks the Negative Feedback (NFB) Label, so it doesn't disconnect if the bearer possesses any other piece of Equipment with the same Label, or the player of the scenario applies any Hacking Program or any scenario special rule.

Moreover, this Level allows it bearer to be part of a Fireteam even in the Holoecho state.

Holoprojector L3, Holoecho and Fireteam example:

During the Deployment Phase, a Steel Phalanx player deploys Patroclus in Holoecho state, so she places three Achilles V2 models on game table, to confuse her adversary about the real Achilles V2 she deployed before. Then, she takes note secretly about which one is the real Patroclus. As Patroclus possesses a Holoprojector L3 and also the Fireteam: Duo Special Skill, the player places beside each model a Duo Leader Marker. At the beginning of her Active Turn, she must also place a Holoecho Marker beside one of the three models.

The most advanced levels of Holoprojectors are holographic decoy emitter devices that create multiple images of the user to confuse the enemy, increasing the number of potential targets, and therefore increasing his survival probabilities. These versions of the Holoprojector control several little swarms of nanobots which emit a three-dimensional and semi-corporeal image of the user called a Holoecho. The Holoecho exactly replicates the physical appearance and movements of the user. However, the range of the Holoprojector is limited, so the holographic replicas must always stay near the user.